Stellaris

Stellaris

Monopolist Crisis Path
130 Comments
Wh1teReaper 18 Jul @ 2:17pm 
@jam1066
Thankyou so very much I will do just that.
jam1066  [author] 17 Jul @ 10:54pm 
If you join the Stellaris Discord and take the '#MODJAM2025 Tester' role, you can find a link in the harvesters channel for the beta.
Wh1teReaper 17 Jul @ 10:08pm 
@jam1066
where if your Harvester crises patch mod that was shown on the youtube video. I have always wanted to do a crises where your an empire or AI that has the ability to harvest planets/solar systems.
jam1066  [author] 13 Jul @ 10:03am 
@ Terrarian Thanks for the report! I must have missed it when I updated the mod to 4.0.

@Stepover34 I'll look into it.
Terrarian 12 Jul @ 11:31pm 
I noticed that the Branch Office Coordination Center only gives 1 entrepreneur job, not 100
Stepover34 11 Jul @ 1:36am 
could you please make it compatible
Stepover34 11 Jul @ 1:35am 
it seems ethics and civics classic prevents the monopolist trade policy form showing up
jam1066  [author] 5 Jul @ 11:12pm 
Sounds like a mod conflict. I had to overwrite those perks to prevent them from bring taken with Monopolist so if another mod overwrites them only one set of changes will take affect.
Dwanofwar3 5 Jul @ 7:53am 
Not sure if on purpose or maybe a mod conflict is causing it but monopolist path doesnt seem to prevent someone from going cosmogenisis or nemisis path
jam1066  [author] 2 Jul @ 11:19pm 
That’s great. Thanks!
Sometimes 2 Jul @ 11:17pm 
I'll get to work on them this week! I'll send you a friend request once the files are updated and corrected, as well as my username via private message here in steam for security's sake.
jam1066  [author] 2 Jul @ 11:12pm 
The localisation files should be under Steam\steamapps\workshop\content\281990\3419898929\localisation.

Would you be able to DM me them on discord? My username there is jam1066.
Sometimes 2 Jul @ 10:38pm 
Excellent! Where should I look to see a summary of all the text in game in the files? And where should I submit the corrected text?
jam1066  [author] 2 Jul @ 10:37pm 
That would be helpful!
Sometimes 2 Jul @ 9:22pm 
This is one of the most enjoyable gameplay-changing mods I have ever used, would love to see it become an actual crisis path officially. If I may offer, I did notice a few typos and grammatical errors here and there throughout the mod. If you'd like, I could clean them up for you!
jam1066  [author] 25 Jun @ 10:09pm 
Yes.
The Emperor Egg 25 Jun @ 4:58pm 
So do empires with the commercial pact no longer get the trade partner policy? Is it only the Monopolist that gets a policy now?
[TSS] Terrible Heresy 25 Jun @ 6:02am 
I disabled Empires Expanded and the monopolist policy became available so looks like that was the cause.
[TSS] Terrible Heresy 23 Jun @ 1:09pm 
Yeah I've got Empires Expanded which I think adds a megacorp civic that gives a tech generating trade policy.
This mod is later down the load order so hoped it would overwrite any change that made.
Not sure if I can take that out mid game but I can give it a go.
jam1066  [author] 22 Jun @ 10:29pm 
The Monopolist trade policy should only require you have taken the crisis path. Are you using any other mods that add trade policies?
[TSS] Terrible Heresy 22 Jun @ 12:32pm 
Not sure if I'm doing something wrong or it's a bug but I can't access the monopolist trade policy.
I'm wondering if it's because I'm a workers cooperative so I have the mutual aid policy? I've tried removing that civic but all it did was give me the default ones and the one from being in a trade federation. Any way to add it via console?
jam1066  [author] 17 Jun @ 12:13pm 
That is beyond the scope of this mod.
commissar viktor 17 Jun @ 9:57am 
So i do have a small request that i know maybe a bit much.
Megacorp is kinda not touched apon with most mods and this would be the mod to touch it up abit fixing some issues (like Worker Co-op being like one of the only good Civic's makeing Megacorp playable)

So what i would suggest is just a few things mainly a New vassal type for Trade (if that can be done) and like 2-3 new Civics with maybe a few buffs to the base Megacorp Civics.
jam1066  [author] 16 Jun @ 6:01am 
I've released a small update to allow Criminal Syndicates to take the Monopolist Ascension Perk. You can find full details in the change notes .
felipem.tudo 14 Jun @ 12:26pm 
THE RETURN OF THE KING
Duckpower2017 12 Jun @ 3:44am 
YAY!! 4.0 update
jam1066  [author] 12 Jun @ 3:40am 
I've released the 4.0 update! There are a lot of changes including a new Monopolist trade policy, a rework to the Distribution Center Branch Office Buildings and changing the cost of the Crisis Ships to Trade Value. You can find full details in the change notes.
jam1066  [author] 6 Jun @ 12:30pm 
I'm hoping to have the 4.0 update released sometime next week, so I've released a 3.14 Legacy version for people to use so any ongoing games aren't disrupted by the update.

You can find it in the collection at the top of the mod page.
jam1066  [author] 26 May @ 2:29pm 
I don't currently have an estimate for when I'll have an update ready.
Birdan 26 May @ 10:29am 
Not trying to add to the endless flood of "update???" comments, updating to 4.0 is a nightmare and you're doing unpaid labor, so I salute you, just wondering if you have an estimate for when it might be updated? Just trying to decide if its worth waiting for this one before starting my next megacorp playthrough
Sparble 26 May @ 1:37am 
i feel you. updating to 4.0 is hell
Playlist 21 May @ 10:25am 
Please keep a 3.14.1 version released for those of us who want to play on the older version!! I beggg
KirbytheWizard101 17 May @ 9:12pm 
Can't wait for this for 4.0!!!
jam1066  [author] 6 May @ 10:26pm 
I'm working on an update, but almost everything works differently to how it did in 3.14 so it might be a while before I have it ready.
shockw0ve 6 May @ 5:08pm 
Please I want a 4.0 version
♢ Over-in 6 May @ 12:09pm 
4.0?
StrangeSpeeder 3 May @ 6:10pm 
Cool mod in concept for sure. Haven't tried it but saw it in action.

Making the galaxy depend on your resources, and going into total economic collapse if they break pacts with you is very capatalist.

But I do feel like there should be some kind of events that actually put pressure on other empires and push some of the, perhaps less friendly empires and megacorps that instantly understand what you are doing, and start some push back- economically or militarily.
Sparble 18 Apr @ 5:50am 
wow, this mod is actually really well done. kudos!
WRXKiller-GM 10 Apr @ 10:50pm 
OK nice yeah that's what I figured you were going to do so I can imagine I will be seeing my beautiful hive mind get their own crisis for quite a while. But hey at least with the 4.0 update lots of things are going to be changing and I can imagine it would be even easier to finally add the criminal stuff into this crisis path than it was before because of the fact that criminal megalopolis empires are getting their own special way to do commercial packs with other empires!
jam1066  [author] 10 Apr @ 12:36pm 
@WRXkiller-GM Glad to hear you like it! I do intent to work on more crisis paths in the future but I want to focus on improving this one for now, especially with the 4.0 update just around the corner.

@Glorious Ardent The idea with the trade policy is to allow other empires to remain productive while being heavily reliant on trade with the Monopolist, since they lose the trade policy if they break commercial ties. This is mostly a result of being unable to manipulate the trade output of jobs without substantial overwrites, thought this won't be a problem once 4.0 comes out.

I set the AI weight for the trade policy to be ridiculously high so they should switch to it as soon as they can.

I did notice in testing that the AI would prioritise building commercial zones on planets with a Local Stock Management building and a high market share value which I think is them prioritising the resource with the greatest bonus.
Glorious Ardent 10 Apr @ 12:20pm 
Hey, so I got some questions regarding the intended play-style. Is the idea that the crisis trade policy and branch offices are intended to make ai empires flood the market with resources you can buy? Also, do the ai empires automatically change their trade policy? Finally, probably more of a question about vanilla behaviors here, do empires swap over to generating only trade once it’s more profitable? Thanks.
WRXKiller-GM 10 Apr @ 7:34am 
Like one that works well with the new dev diary origin about consuming biomass on top of the devouring swarm stuff. Either one of those I can easily imagine could unlock a new crisis that allows the player to do what they did in like the game Dead Space where they slowly turned all life in the Galaxy into one zombie hide mind that eventually gets merged into a giant biological monster planet moon that consumes other planets.

If you ever made a crisis like that I would go head over heels in love with it!
WRXKiller-GM 10 Apr @ 7:34am 
I just want to say I love this mod and what it's trying to accomplish and I wish the developers would add more crisis options in the game just because being able to win the game from you becoming a crisis is such a fun and unique concept and it's a shame that the only option we got right now is building giant machine that blows up the Galaxy.

I will say though I can imagine this mod is going to get a big rework once the new trade rework comes out with the new 4.0 and DLC which is going to be fun to witness but all of this definitely makes me want to ask you if you intend to do more of these special crisis in the future four different kinds of empires?
jam1066  [author] 5 Apr @ 12:09pm 
I've released a small balance update for the progress rate of the Galactic Market Consolidation situation. You can find full details in the change notes .
jam1066  [author] 2 Apr @ 6:20am 
I've released a small update with a new icon for the Monopolist ascension perk and a small change to the subjugation conditions of the Galactic Market Consolidation Situation. You can find full details in the change notes .
jam1066  [author] 2 Apr @ 5:27am 
You unlock the Caravaneer ships as part of the crisis path.
MRKNGTURKEY 1 Apr @ 9:07pm 
Does the mod allow you to gain access to the merchant ships?
MasterBot 29 Mar @ 8:52am 
Would be lovely if exotic investments also provided dark energy from ACOT.
Ms Adequate 27 Mar @ 10:20pm 
Wooo Nwabudike Morgan run!
jam1066  [author] 24 Mar @ 2:23pm 
I've released a small update to improve the ending of the Galactic Market Consolidation situation for non Monopolist empires. You can find full details in the change notes .